Merge pull request #59 from DustinHendrickson/Dustin/GuildFixes

Dustin/guild fixes
This commit is contained in:
Dustin Hendrickson
2025-07-31 20:28:15 -07:00
committed by GitHub

View File

@@ -21,6 +21,7 @@
#include "Player.h"
// Forward declarations.
class Guild;
static bool IsAlliancePlayerBot(Player* bot);
static bool IsHordePlayerBot(Player* bot);
static void ClampAndBalanceBrackets();
@@ -392,21 +393,20 @@ static void LoadPersistentGuildTracker()
/**
* @brief Updates the persistent guild tracker database with current guild status.
*
* This function scans all characters in the database to determine which guilds have real players
* (non-bot players) and updates the bot_level_brackets_guild_tracker table accordingly.
* It runs periodically to ensure the database reflects the current state of guild memberships.
* This function adds guilds to the tracker when real players are found online in them.
* It never removes guilds from the tracker when players log off - this prevents bot level
* changes from occurring when real players go offline but are still members of the guild.
*/
static void UpdatePersistentGuildTracker()
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting persistent guild tracker update...");
LOG_INFO("server.loading", "[BotLevelBrackets] Starting additive-only persistent guild tracker update...");
}
// Use the same approach as LoadRealPlayerGuildIds - iterate through all players
// Find guilds with currently online real players
std::unordered_set<uint32> currentRealPlayerGuilds;
// Get all players using ObjectAccessor (same as LoadRealPlayerGuildIds)
const auto& allPlayers = ObjectAccessor::GetPlayers();
for (const auto& itr : allPlayers)
{
@@ -414,7 +414,6 @@ static void UpdatePersistentGuildTracker()
if (!player || !player->IsInWorld())
continue;
// Use the existing bot detection function
if (!IsPlayerBot(player))
{
uint32 guildId = player->GetGuildId();
@@ -425,44 +424,99 @@ static void UpdatePersistentGuildTracker()
}
}
// Get all guild IDs to ensure we update all records
QueryResult guildResult = CharacterDatabase.Query("SELECT guildid FROM guild");
if (!guildResult)
uint32 addedCount = 0;
// Update or insert guilds with real players - ensure has_real_players is set to 1
for (uint32 guildId : currentRealPlayerGuilds)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] No guilds found for persistent tracker update.");
}
return;
}
uint32 updatedCount = 0;
// Update all guild records
do
{
uint32 guildId = guildResult->Fetch()->Get<uint32>();
bool hasRealPlayers = currentRealPlayerGuilds.find(guildId) != currentRealPlayerGuilds.end();
// Update or insert the record - ONLY database call for bot_level_brackets_guild_tracker
// Use REPLACE INTO to update existing records or insert new ones
CharacterDatabase.Execute(
"INSERT INTO bot_level_brackets_guild_tracker (guild_id, has_real_players) "
"VALUES ({}, {}) "
"ON DUPLICATE KEY UPDATE has_real_players = VALUES(has_real_players)",
guildId, hasRealPlayers ? 1 : 0
"REPLACE INTO bot_level_brackets_guild_tracker (guild_id, has_real_players) "
"VALUES ({}, 1)",
guildId
);
updatedCount++;
} while (guildResult->NextRow());
// Update our in-memory cache
g_PersistentRealPlayerGuildIds = currentRealPlayerGuilds;
// Add to our in-memory cache
g_PersistentRealPlayerGuildIds.insert(guildId);
addedCount++;
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Updated {} guild records in persistent tracker. {} guilds have real players.",
updatedCount, g_PersistentRealPlayerGuildIds.size());
LOG_INFO("server.loading", "[BotLevelBrackets] Additive guild tracker update complete. {} guilds processed, {} total tracked guilds.",
addedCount, g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Checks and removes guilds from tracker that no longer have any real players online.
*
* This function scans all guilds currently in the tracker and removes any that don't have
* real players online. This is useful for cleaning up after players leave guilds.
* Should be called manually or as needed, not automatically on logout.
*/
static void CleanupGuildTracker()
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting guild tracker cleanup - removing guilds with no online real players...");
}
// Get current guilds with online real players
std::unordered_set<uint32> currentRealPlayerGuilds;
const auto& allPlayers = ObjectAccessor::GetPlayers();
for (const auto& itr : allPlayers)
{
Player* player = itr.second;
if (!player || !player->IsInWorld())
continue;
if (!IsPlayerBot(player))
{
uint32 guildId = player->GetGuildId();
if (guildId != 0)
{
currentRealPlayerGuilds.insert(guildId);
}
}
}
// Find guilds to remove (those in tracker but not in current real player guilds)
std::vector<uint32> guildsToRemove;
for (uint32 trackedGuildId : g_PersistentRealPlayerGuildIds)
{
if (currentRealPlayerGuilds.find(trackedGuildId) == currentRealPlayerGuilds.end())
{
guildsToRemove.push_back(trackedGuildId);
}
}
// Remove guilds that no longer have real players online
uint32 removedCount = 0;
for (uint32 guildId : guildsToRemove)
{
// Remove from database
CharacterDatabase.Execute(
"UPDATE bot_level_brackets_guild_tracker SET has_real_players = 0 WHERE guild_id = {}",
guildId
);
// Remove from in-memory caches
g_PersistentRealPlayerGuildIds.erase(guildId);
g_RealPlayerGuildIds.erase(guildId);
removedCount++;
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Removed guild {} from tracker - no real players online.", guildId);
}
}
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Guild tracker cleanup complete. {} guilds removed, {} guilds remain.",
removedCount, g_PersistentRealPlayerGuildIds.size());
}
}
@@ -1698,6 +1752,25 @@ public:
}
}
/**
* @brief Manually trigger guild tracker cleanup.
*
* This function can be called to remove guilds from the tracker that no longer have
* real players online. This is useful after players leave guilds to ensure accurate
* tracking and allow bot level changes in guilds that truly have no real players.
*
* Call this periodically or when you know players have left guilds to clean up the tracker.
*/
void ManualGuildTrackerCleanup()
{
if (!g_BotLevelBracketsEnabled || !g_IgnoreGuildBotsWithRealPlayers)
{
return;
}
CleanupGuildTracker();
}
private:
uint32 m_timer; // For distribution adjustments
uint32 m_flaggedTimer; // For pending reset checks